NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 10,201 to 10,215 of 20,293 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Jurcevic, John S. – Physics Teacher, 2008
For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I…
Descriptors: Video Games, Physics, Motion, Computer Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Oren, Michael; Harding, Chris; Bonebright, Terri L. – Journal of Visual Impairment & Blindness, 2008
This article reports on the evaluation of a novel audio platform game that creates a spatial, interactive experience via audio cues. A pilot study with players with visual impairments, and usability testing comparing the visual and audio game versions using both sighted players and players with visual impairments, revealed that all the…
Descriptors: Cues, Visual Impairments, Testing, Evaluation
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Chowdhury, Faieza – International Education Studies, 2016
In recent years, education quality and quality assessment have received a great deal of attention at Higher Education Institutions (HEIs) in Bangladesh. Most of the HEIs in Bangladesh face severe resource constraints and find it difficult to improve education quality by improving inputs, such as better infrastructure and modernized classroom…
Descriptors: Foreign Countries, Active Learning, Higher Education, Educational Quality
Murphy, Marilyn, Ed.; Redding, Sam, Ed.; Twyman, Janet S., Ed. – Center on Innovations in Learning, Temple University, 2016
The "Handbook on Innovations in Learning", published in 2014, responded to a call by the U.S. Department of Education (ED) to "leverage the innovation and ingenuity this nation is known for to create programs and projects that every school can implement to succeed." In December 2015, passage of the "Every Student Succeeds…
Descriptors: Guides, Individualized Instruction, Minimum Competencies, Individual Characteristics
Peer reviewed Peer reviewed
Direct linkDirect link
Annetta, Leonard; Murray, Marshall; Gull Laird, Shelby; Bohr, Stephanie; Park, John – Journal of Technology and Teacher Education, 2008
This article describes a graduate distance education course at North Carolina State University, which combined science content and pedagogy with video game design. The course was conducted entirely in a synchronous, online, Virtual Learning Environment (VLE) through the ActiveWorlds[TM] platform. Inservice teachers enrolled as graduate students in…
Descriptors: Graduate Students, Student Attitudes, Video Games, Distance Education
Project Tomorrow, 2012
For the past nine years, the Speak Up National Research Project has endeavored to stimulate new discussions around how technology tools and services can transform education and to provide a context to help educators, parents, and policy and business leaders think beyond today and envision tomorrow. In last year's report, "The New 3E's of…
Descriptors: Internet, Stakeholders, Learner Controlled Instruction, Computer Use
Lee, Joey J. – ProQuest LLC, 2009
Serious Games are digital games with an educational, informative, or persuasive goal beyond mere entertainment (Abt, 2002). They are promising because they often contain features that appear to be useful for learning (Squire, 2004), eliciting behavioral or attitudinal change (Yee, 2007) or encouraging new perspective taking, empathy, and new ways…
Descriptors: Computer Games, Educational Games, Individual Development, Identification (Psychology)
Peer reviewed Peer reviewed
Direct linkDirect link
Yi, Sheng Kung M.; Steyvers, Mark; Lee, Michael – Journal of Problem Solving, 2009
Bandit problems provide an interesting and widely-used setting for the study of sequential decision-making. In their most basic form, bandit problems require people to choose repeatedly between a small number of alternatives, each of which has an unknown rate of providing reward. We investigate restless bandit problems, where the distributions of…
Descriptors: Performance, Decision Making, Problem Solving, Rewards
Peer reviewed Peer reviewed
Direct linkDirect link
Nilsson, Per – Journal of Mathematical Behavior, 2009
This study investigates students' conceptual variation and coordination among theoretical and experimental interpretations of probability. In the analysis we follow how Swedish students (12-13 years old) interact with a dice game, specifically designed to offer the students opportunities to elaborate on the logic of sample space,…
Descriptors: Probability, Logical Thinking, Foreign Countries, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Gardner, Martin – College Mathematics Journal, 2009
An "n" x "n" chessboard is called deficient if one square is missing from any spot on the board. Can all deficient boards with a number of cells divisible by 3 be tiled by bent (or L-shaped) trominoes? The answer is yes, with exception of the order-5 board. This paper deals with the general problem plus numerous related puzzles and proofs…
Descriptors: Geometric Concepts, Games, Puzzles, Validity
Peer reviewed Peer reviewed
Direct linkDirect link
Vis, Timothy; Petersen, Ryan M. – College Mathematics Journal, 2009
A Latin square of order "n" is an "n" x "n" array using n symbols, such that each symbol appears exactly once in each row and column. A set of Latin squares is c ordered pairs of symbols appearing in the cells of the array are distinct. The popular puzzle Sudoku involves Latin squares with n = 9, along with the added condition that each of the 9…
Descriptors: Problem Solving, Mathematics Instruction, College Mathematics, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Zucker, Marc – College Mathematics Journal, 2009
We introduce a simple game made up of a board of coins on a triangular lattice. We then study the possibility of turning the board from one pattern of heads and tails to some other pattern. Given that a solution exists we find a precise answer to the number of solutions possible. We then generalize this to more complex boards with coins of many…
Descriptors: Mathematics Instruction, College Mathematics, Educational Games, Problem Solving
Glenn, Lawrence M.; Nikirk, F. Martin – Techniques: Connecting Education and Careers (J1), 2009
While career and technical education (CTE) has been an important part of the U.S. education system for decades, other countries have been slower to adopt and develop similar types of training. Realizing that CTE is crucial to developing homegrown talent capable of competing in a 21st century economy, countries like China are reaching out to…
Descriptors: Video Games, Foreign Countries, Vocational Education, Higher Education
Peer reviewed Peer reviewed
Direct linkDirect link
Leppanen, Sirpa; Piirainen-Marsh, Arja – Language Policy, 2009
Building on an understanding of language policy as continually evolving, emergent and influenced by norms of specific communities and cultures, this paper investigates the practices through which young people negotiate informal language policies when interacting with new media in the context of electronic gaming. We examine how young new media…
Descriptors: Language Planning, Norms, Bilingualism, Computers
Pages: 1  |  ...  |  677  |  678  |  679  |  680  |  681  |  682  |  683  |  684  |  685  |  ...  |  1353